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May 19, 2024, 04:49:11 am

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Zeke_Aileron

21
Version 0.95 of A Clan's Journey has been updated onto the main post, the new changes for it are also implemented in the post as well.

A quick summary of what was added in this update:
  • New Job for Moogles and Nu Mou's.
  • Auction House gives different rewards now.
  • Shop Prices and Shop/Bazaar Mechanics have been revamped.
  • Turbo MP no longer exists for Player use.
  • More Hammer options for Hammer Knight.
  • New ability for Mace Echanter and Jester
  • More text descriptions updated.
22
FFTA/FFTA2 Hacking / Re: FFTA2 overhaul mod (v0.15)
August 20, 2020, 07:26:45 am
Quote from: chocolatemoose on August 19, 2020, 11:22:50 pmI looked through the hex code for the Bishop's abilities and, while they're at different offsets from vanilla, they have the correct AP hexes, so I think there's something different going on here.

Yeah, that's why i said it's hard for me to understand what you did to mess that up lol....
 :thisisfine:
23
Quote from: chocolatemoose on August 19, 2020, 10:22:24 am@Zeke_AileronBarring a fix (I don't think the Bishop and Cannoneer are crucial to enjoying a playthrough), do you know how to change A-Ability requirements? I'd like to give access to the Templar, which is locked behind the Bishop but doesn't appear to have the same *Mastered* problem.

Through Hex editing is one way to change the A-Ability requirements, or the nightmare module for class/recruit.

Quote from: chocolatemoose on August 19, 2020, 10:22:24 amHow did you fix your problem?

I fixed my problem via Hex editing by finding the correct hexes to reapply to my Job's abilities AP.
24
After look at those images, I'm at a loss actually, cause something similar happened to me, but it wasn't from the editors, it was from bad hex editing a skill set, so idk how to help you...
25
Quote from: chocolatemoose on August 18, 2020, 10:36:56 am@Zeke_Aileron it's the problem discussed in these posts earlier in the thread:


tl;dr the skill set shows up as mastered but there are no skills assigned to it. I assigned skills to the skill set in the everything editor, I set AP values for them, and assigned skills to equipment where they properly appear. It appears to only affect the Bishop and the Cannoneer. I'm not sure what's going on.

Yeah... those pictures don't really help me much btw, i need to actually see the source like what you have in Nightmare Module and such.
26
Quote from: chocolatemoose on August 18, 2020, 12:49:32 am2. Make Bishop and Cannoneer usable

Ok, what exactly is the problem with this one now?
27
Quote from: chocolatemoose on August 17, 2020, 05:29:35 pm@Zeke_Aileron Thank you! How do I do that? Where is the unit animation data? Do I have to change every single hex listed in the skill animations tab (I think there are 17, including subtype, start, first, until, second, etc. flinch/glee and then a bunch of untitled ones) at the animation offset?

It's in the same spreadsheet where the Animations is listed under, so yes.
28
Quote from: chocolatemoose on August 17, 2020, 03:29:59 pm@Zeke_Aileron here's a specific example of an animation change that isn't working.


You have to change more than just the 2 Hexes, the Offset is for the Default skill animation, and after it is the Unit animation, if you just change the Skill animation and not the Unit animation, it won't sync up well.
29
Quote from: chocolatemoose on August 17, 2020, 02:09:00 pmAm I doing anything wrong with how I edited the animation hexes? I followed the same process throughout and it looks like it only worked for some of the changes.

I haven't downloaded your mod yet to take a look at your hexes since i'm busy with my own Mod overhaul, unless you show me what you're attempting to do, there's not much i can help with.
30
Quote from: chocolatemoose on August 17, 2020, 11:39:45 amSorry, poor word choice - not totally clear on the best vocab to use. I mean in the hex editor each hex is a two-digit hex code, and the animations are defined by two of those two digit hexes (e.g. 01 E0, 00 74, etc.).

Uh ok, well i didn't know what you meant by two block hex code lol, but i do know how to Hex edit the animations and that kind of threw me off.
31
Quote from: chocolatemoose on August 16, 2020, 11:00:06 pmTo make the animation changes, I found the ability index of the ability that I changed, looked up its animation offset in the data sheets, then went to that offset and changed the two block hex code to the animation style I wanted to use. Yet, this didn't seem to work in all cases. It worked in some, but not all. I haven't tested extensively but it seems to be more of an issue farther down the ability index, like for Moogles but not for Humes. Does anyone know why or how to fix it? Could taking abilities originally assigned higher or lower in the index and moving them to jobs higher/lower in the index affect the offsets?

Two block hex code, uh what???

Quote from: chocolatemoose on August 16, 2020, 11:00:06 pmAnother potential hypothesis is I wonder if the unexpected behavior has something to do with the unused abilities in the middle of the index (for example, I didn't edit Prominence (0070), I removed the race index from it and no skill sets have the ability assigned). Could this throw off the animation offsets for the remaining abilities? Could this also have something to do with why the Bishop and Cannoneer don't work properly?

Removing a ability and it's race index has nothing to do with the skill's animation, they're separate which i can confirm this with how my mod works.
32
Hmm, this is a tough one to sort out since it's possibly the AP Hex index of the abilities not being the proper values, it'll show up as normal for the specific jobs with the all inventory check section, but not if the weapon/equipment is equipped on the unit which makes the job mastered but no abilities.

But yes the AP Hex Index are separate than the equipment ability placing from the nightmare module.
33
Correct, the highlighted index is what you need to change to have the specific ability to not be at 0 AP; however, you'll need to also do a trial and error setup which I did for the custom job I have for my Gria unit in my mod.

Essentially you'd have to write a text file up starting from the first hex index of the first job and fill it in as it goes with the ability name and Hex associated with it and leave hexes blank if no ability is assigned to it to have a good setting to start the trail and error.
34
Quote from: chocolatemoose on July 03, 2020, 12:06:26 amI think my proposal for the Defender should give it more utility than before. Ideally Cover would apply to all units within an AoE, or the game would have a decoy-like skill.

AOE Cover actually breaks the game, i've tried this with my Mod before, lol.

Quote from: chocolatemoose on July 03, 2020, 12:14:54 amI downloaded the FFTA2 updated table.tbl file in one of the subsequent posts and opened it with Goldfinger, but all it seemed to do was to fill in some of the #s with characters. I wasn't sure what to make of it or how to use it.

You're missing some other stuff here as well...

I've attached the spreadsheets and an updated GF table, so hopefully these help....
35
Quote from: chocolatemoose on July 01, 2020, 11:06:45 pmThe first part of that line, the "BD180" - does that refer to the offset? And then the 4 hex codes after, "B8 03 C4 E1", does that imply that I should change the code I find starting at BD180 to those characters?

Yes.

Quote from: chocolatemoose on July 01, 2020, 11:06:45 pmSimilarly, for the MP channeling offset? 00321E30, when you say change it to 00 are you referring to the hex code that's found at that offset?

That is the offset number, by searching for it, you get the Hex index, you change the hex index from whatever number it is to 00.

Quote from: chocolatemoose on July 01, 2020, 11:06:45 pmWhere can I find the table and notes?

Eternal's post of the attached notes.
36
Quote from: chocolatemoose on June 30, 2020, 11:12:39 pmHow do I make the units start at max MP change in a hex editor?

You can make Units start with Max MP by Hex Editing by looking for these Hexes:

Start with Max MP
BD180: B8 03 C4 E1
BD18C: 00 10 A0 E3
BEC44: BA 03 D5 E1

Quote from: chocolatemoose on June 30, 2020, 11:12:39 pmIf it's difficult to disable the MP channeling/regen clan privileges

It's currently only Possible to make MP Channeling do nothing as a Clan Privilege by editing the Hex Index by looking for this:

MP Channeling bonus
00321E30

Change whatever you find in there to 00 to make the Clan Privilege do nothing, so pretty much if you have this active and a player tries to use MP Channeling, they'll essentially be playing a battle that's slightly harder with no clan buff.

Quote from: chocolatemoose on June 30, 2020, 11:12:39 pmis it possible to instead set MP regen to 0

MP gained per turn
00321DC0

If you're used to how Hex Editing is, you can edit the amount of MP gained per turn from 99 to 0.

Quote from: chocolatemoose on June 30, 2020, 11:12:39 pmHow do I reassign how Mirror Items works?

Pretty much reassign it to any Job like it's a normal ability; however, if you want to reassign it and edit the abilities from within Mirror Items, you'll need to be able to Hex Edit and or use DeSgeretjin's all in one Text, Command List, and Enemy Formation Editor, which btw is much easier to use if you don't know how to Hex Edit.

Quote from: chocolatemoose on June 30, 2020, 11:12:39 pmHow do I reassign abilities from one job to another?

DeSgeretjin's all in one Text, Command List, and Enemy Formation Editor, Very easy to use editor.

Quote from: chocolatemoose on June 30, 2020, 11:12:39 pmHow do I edit equipment for FFTA2? I tried opening the rom file with Nightmare 2 that was included in the hacking suite and it didn't seem to work.

It's easier to use the Nightmare Module.... if it works properly...; however, if you know how to Hex Edit, you can Hex edit every single Equipment piece by looking up their Hex Indexes and change them manually which is a pain btw....

Quote from: chocolatemoose on June 30, 2020, 11:12:39 pmHow do I bind animations to abilities if I want to switch them up?

For this one, the only way that i know of right now is well you guessed it, Hex editing :) , You look through the Animation table from Lennart's Notes and find the Hex index of the Ability you want to Change up, Be warned though, changing the animation of a skill can also make units that aren't familiar with that animation in/from Vanilla FFTA2 can potential break the game or freeze.

Lennart's Table/notes of Hex Indexes and Such require Hex Editing knowledge, so it's a bit hard to understand at first, but once you get used to looking through Hexes and finding what changes what, it'll get easier over time, trust me once you know how to Hex Edit FFTA2, you can essentially know how to mod whatever you want to try out in the game.

Hex Editing is the way of life, but a painful life at that as well.

:thisisfine:
37
Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmMP starts at max
This is doable in Hex Editing.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmAll skills cost MP
This is another one that is doable in Hex Editing and or using Lennart's editors.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmDebuff abilities' accuracy and damage vary by the severity and MP cost of the debuff

The Accuracy for Debuffs is wonky at best since it uses the normal Debuff Accuracy modifier from the editor and the Unit's Resilience to lower the accuracy against them plus Holy Water also giving a Resilience Buff to even futher decrease the Debuff Accuracy against them, using the normal accuracy modifier makes Resilience completely useless as a job stat cause then it'll rely on the Unit's Evasion stat instead assuming you don't use "Perfect on hit".

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmIncrease damage dealt by poison from 10% HP per turn to 20%
Buffs and Debuffs can't be changed similar to the R- and P- skills.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmPlayable characters have inherent elemental resistances and weaknesses

Playable characters? Assuming you mean every unit has resistances and weaknesses which is doable, however they're based on whatever Job they have set.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmHeavy armor-wearing jobs have 3 move

This is something i've been wanting to add into my Mod since i thought Heavy Armor jobs supposed to be slower, but i'm probably going to do something else instead of this being a Job Inherent thing.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmNo MP regen (MP Channeling/Half MP clan privileges removed)

It's 100% possible to make MP Regen not happen with Hex Editing; however, for MP Channeling and Half MP privileges, i have yet to actually disable these from Hex Editing, it's Possible, but for someone like me that Hex edited a Mod and still is Hex Editing, it's a bit of a dilemma.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmDisable Items for jobs other than the Alchemist (I'm hoping to let the Alchemist use items with range, and was hoping it would be eaiser to set the abilities with range and disable Items for everyone else so they can't use it with range)

Items is a Standard Ability Set, so it can't be disabled from all Jobs, Plus Items can have range use, but since they can only be changed in the editor, every unit has access to the range changes regardless of their job, so it can't be changed for just 1 job, it'd be cool though, but nope atm.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmGive the Alchemist a list of actions similar to what Eternal's done for his Gourmand job under an A ability

This is doable if you re-assign the way "Mirror Items" works btw.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmMake some abilities require a specific weapon type (or not)

Doable in Lennart's Editor, you just need the Weapon Hex to make the ability require a specific weapon.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmHas anyone tried to use the Summon Pack ability by a controllable character?

Using "Summon Pack" on a Ally Unit still summons a Hostile Wolf unit that will attack your party units regardless, lol.

38
Quote from: Stemozo on May 14, 2020, 05:12:42 pmHey I'm having trouble finding the actual file containing the mod. I read through the thread and all the links I found were dead. Please help!

Uh, i'm not sure what links you're looking for since the mod file is a attachment in the original post.
39
Quote from: Shokudaikiri Mitsutada on May 02, 2020, 03:32:20 pmEdit@

I got a shield that gives a skill called Shield Toss to Soldier but that is not available for use.

Special classes outside of known classes are listed under Soldier for unknown reasons, Shield toss is a Gria job ability.
40
FFTA/FFTA2 Hacking / Re: Let's Play Question
January 14, 2020, 09:36:04 am
It should be fine, the more people that are interested in Modding FFTA and or FFTA2 is great. :)

Good luck on the let's play as well.